40K: White Scars Chapter Focus

Games Workshop has another chapter under the microscope – today we look at the fast & furious White Scars!

Yesterday we got a look at the Raven Guard Chapter Tactics and got some hints at what else they are bringing to the table top. Today, we’re getting a look at the chapter that defines the Lightning Assault, literally. It’s the sons of Jaghatai Khan – the White Scars!

via Warhammer Community

The savage appearance of the White Scars belies an intelligent, measured approach to war; every brutal attack is the culmination of careful planning and reconnaissance. Attacking with primal fury, the White Scars are a storm from which there is no escape. On the tabletop, this is reflected by the White Scars’ Chapter Tactic, Lightning Assault. Firstly, all White Scars biker units move faster when advancing, allowing you to close in on the foe and outflank your enemies. Secondly, all White Scars units – including Dreadnoughts! – can charge in the same turn that they fall back. This is huge, effectively allowing the White Scars to guarantee priority in assaults and letting powerful close combat units engage and re-engage at will without getting bogged down.

The Khan be praised – White Scars are going to be down right scary aggressive! Did you think you were going to lock them in to a protracted combat? Guess again! They can Fall Back and still get a charge off – that is going to be huge for coordinated assaults. First, these guys are going to be super quick with those extra inches added to their Advances. Second, that also means they will be able to fall back and provide a nice target for other unit guns – no friendly fire here! Finally, they will be able to charge right back in there and finish the job up-close and personal – with charging advantages, too!

Kor’sarror Khan also has a unique abilty called “For the Khan!” It will enhance the strength of charging White Scars units. You can already see how that will pair nicely with their Chapter Tactic. Get ready for repeated charges from the White Scars – I think I will call them the Yo-Yo Bikers from now on.

And speaking of Bikers, the White Scars are also getting a special strategem called “Born in the Saddle” which allows them to advance, shoot, and charge! If you’re doing the math at home that gives them a 26″ threat range…and that’s not counting and shooting! Time to get in fun range with those Multi-Melta bikers.

That’s not all the Khan boys are getting. Their unique Warlord Trait is called “Deadly Hunter” and grants your warlord the ability inflict mortal wounds when charging. Their unique Relic is called “Mantle of the Stormseer” and that give White Scars Librarians a boost to casting Smite.

Ride the Lightning with the White Scars!

The Space Marine Codex is coming soon – ready your forces and prepare for war!

Speed, Savagery, and Smite? What’s not to love about the White Scars?! What do you make of their Chapter Tactic? How do the White Scars stack up so far?

  • SilentPony

    Charging after an Advance would have been better than charging after Fall Back

    • orionburn

      “White Scars Stratagem, Born in the Saddle, allows White Scars bikers to advance, shoot, and charge, meaning that each biker has a potential threat range of 26″, and you’ll be able to hit your opponent hard before they’re even able to react.”

      • Karru

        This is much better way to approach the “Advance and Charge” because it forces the SM player to use their CP if they wish to do it.

        • Parthis

          Agreed entirely. Strategic use and resource management should be a major part of the game. It’s encouraging to see the CTs be nice, passive buffs and flavour, while the Stratagems are potent and potentially game winning.

    • Richard Mitchell

      With the importance of going first and getting the alpha strike in turn 1, fall back maybe tactically better. Gives you a chance to do something on turn 1, even if you go second.

  • Parthis
    • Karru

      Black Templars look really nice this edition with that Tactic. I hope they are given something to compensate for their lack of Psykers.

      • orionburn

        As much as I loathe tons of rerolls the Salamanders tactic is pretty darn good. Saves using up command points for a reroll of an important shot.

        • Karru

          It is not really a tons of re-rolls for Salamanders. They get to re-roll one missed hit and wound roll per unit per turn. It is really not that “much” in my opinion. It is useful for units like Devastators and such, but it is not like the entire unit is looking at re-rolling everything.

          • Horus84cmd

            Yeah the Sala’s are possibly the weakest out of the lot. But a free re-roll is a free re-roll and can have a big impact on a game.

          • Red_Five_Standing_By

            For Tac Squads, it is nice since that reroll will go to the Special or Heavy Weapon or the Sergeant.

          • Horus84cmd

            Oh sure, it good. To be honest, it’s really hard to pick a “best” and “worse” they’re all appealing.

          • orionburn

            But really helpful for your single heavy weapon in a squad, or a critical shot needed from a tank. To me that’s a pretty big deal that each unit gets to do it. Especially in this age of mulitple damage dealing wounds.

          • Parthis

            It’s not a ton of re-rolls, but it’s massively efficient and will save CP. It’s also great for those crucial rolls. Makes you wonder what their strategem will be.

          • Fraser1191

            Well it’s similar to a master crafted weapon I guess

          • Bakvrad

            If you have 10 units, it’s potential 20 rerolls per turn, so potential 100 rerolls a game.
            A battle company has up to 18 units.

    • orionburn

      Nice!

    • Horus84cmd

      Nice. Yikes The Imperial Fist are horrendous! Ouch ouch ouch. Ignoring cover bonuses.

      • Parthis

        Yeah, it’s fantastically fluffy, but very potent. IF Primaris Bolters are making *Marines* save on 4+ in Ruins. That’s insane.

        • Horus84cmd

          Me thinks, we will be seeing a lot of “non-yellow” Imperial Fist “successor” chapters.

          • Parthis

            Hah, yes. Truthfully though I don’t think there’s a dud in the set. They’re all potent in their own little way. Salamanders may be my favourite.

          • Horus84cmd

            Yeah they’re all good in there own way. They will encourage gamers to design some very fluff driven armies – which by all the talk coming from GW is a central aim with 8th and the codexes

          • Karru

            Yeah, IF look to be the winners in the Chapter Tactic department. Ignores Cover Saves is a massive boost.

          • Koonitz

            I’d argue that the Iron Hands one is the weakest. Sure, a 6+ FNP is nice, but you cannot rely on it in any given situation. It’s not like rerolling key lascannon or melta shots (Salamanders), rerolling key charges (Black Templar), falling back and shooting (Ultramarines), straight ignoring cover (Imperial Fists), falling back and charging so as to always have priority in assault (White Scars), or -1 to be hit outside 12″ (Ravenguard).

            Having played Iron Hands throughout 6th and 7th (and using the Tenacious defender warlord trait in 8th), I can tell you that a 6+ FNP isn’t going to earn you anything except the occasional infantry model saved. Since casualties are coming from wherever you want, you’re usually going to be running through your bolters first, which means the random 6 is likely to come up here, not at the end, when you need it to save a sergeant or a special weapon.

            We also get nothing on our vehicles, which we had before. If we had that 6+ FNP on our vehicles as well, it would be worth it for those multi-wound models.

            As is, since I’ve always wanted to field a Land Raider Terminus Ultra, and GW had the audacity to make it only, my successor chapter is likely going to move there so I can actually feel like my choice matters.

          • Karru

            Personally I see the Iron Hand trait as the better one between that and Ultramarines.

            Yes, falling back from combat and getting to shoot is nice, but I must ask, how often does this come up in a game? Considering that this only affects Infantry, Bikes and Dreadnoughts, blocking Land Raiders/Predators with cheap Transports will still be a thing against Ultramarines. Personally, I have yet to come across a situation where my assaulted Marine Infantry unit survives to the next round with enough models to actually provide effective fire should they gain the ability to fire back.

            The +1 Ld is basically worthless on Marines because they already have rules and stats to make sure they are not going to be losing models to Morale.

            Then there is the Iron Hands 6+ save. It works against every, single, wound they suffer, including Mortal Wounds. Every time you fail a save, the rule triggers. I see that as much more useful ability compared to the Ultramarine one.

          • Koonitz

            You also gain access to myriad special characters and the Land Raider Terminus Ultra as Ultramarines, whereas the Iron Hands STILL HAVE ZERO SPECIAL CHARACTERS IN THE CODEX! So Iron Hands get a lackluster chapter tactic and zero special characters, versus Ultramarines getting a tactically useful chapter tactic (which includes the inability to have heavy guns like CentDevs shut down) and versatility in special character choices.

            There was a Forge World special character for Iron Hands, but he is not In the IA Index, only a character for the Sons of Medusa.

            Even if you think the ability to fall back and shoot isn’t quite as good as a 6+ FNP, that difference is surely outweighed by access to all of those extras.

          • Karru

            I was comparing Tactics only. Mostly because we have no idea what Iron Hands are getting in terms of Relics and Warlord Traits. I’ll be waiting until I see all the options before me before I start to do the full comparisons, but when it comes to Tactic vs Tactic, in my opinion the Ultramarine one is weaker.

          • Bootneck

            Blasphemy turning to the dark side!

          • Fraser1191

            I’m pretty sure vehicles get chapter tactics now. So vehicles have the FnP

      • Luca Lacchini

        Ignore cover bonus is quite good (even though it overlaps the Centurion sergeant ability), but I feel they got the buildings part wrong.
        Imperial Fists are masters of fortification, Iron Warriors are masters of tearing down buildings. Uhm.

        • Horus84cmd

          I suppose one would imagine if you’re expert at building fortifications then you’ll also be pretty nifty at tearing them down.

          FYI Iron Warriors and Imperial Fist competed on both fronts in terms of fortifications: building and destroying. Imperial Fist slightly better with the building and vice verse for the Iron Warriors.

          • Luca Lacchini

            I know that, but I’d rather have the old “bolter drill” or “tank hunters” trait transposed in an appropriate fashion (as in small extra range or random extra damage), than something that is traditionally more fitting for their chaos counterparts.

    • phobosftw

      I Was contemplating writing up a wingey post about how much I hate the drip feeding of info on chapter tactics, as I am currently trying to work out which color to paint my primaris marines.
      TL;DR thanks dude!

    • Xodis

      Wow…those are ALL pretty awesome, except Iron Hands….its a weaker version of Nurgles ability which is pretty lame IMO.

      • Red_Five_Standing_By

        Getting to ignore mortal wounds is solid. Sure they are not Nurgle good but they are still good.

        • Xodis

          Im not saying its “terrible”, its just not as original as the others plus if having a half powered Nurgle ability works well for them…how bad must Nurgle be to need the 5+ version?

          • Red_Five_Standing_By

            I do not have the Chaos Index, do Nurgle Tanks get access to Disgustingly Resilient? The Iron Hands tanks get access to it. So the Iron Hands’ ability is weaker but broader.

          • Xodis

            Not that I remember, but that could be something they are saving for the Codex anyways since there were other oddball situations like that where someone that should get an ability did not.

            I dont see it skipping Nurgle vehicles though, especially if we end up getting those new Nurgle specific vehicles.

          • Koonitz

            Where does it say Iron Hands tanks get access to it? GW has already said that Chapter Tactics only affects infantry, bikes and dreadnoughts, which makes the Iron Hands one hands down the weakest, most lackluster of the bunch.

            As someone who played Iron Hands throughout 6th/7th, that 6+ FNP isn’t going to save you anything worth a darn. If it also affected our vehicles, I’d say it would be worth it, then, and only then.

      • Parthis

        Thing is, it’s not the most interesting, but it is solid. Essentially an Ironhands marine force takes about 17% less damage. That’s including Mortal Wounds. Nurgle does it better, but then Nurgle doesn’t do all the other Marine stuff.

        • Xodis

          I agree, and while I still think its lame compared to the other abilities, I just had to defend it on FB to those who think the sky is falling because of it. lol Its not that it isn’t good, I just expected more.

    • Xodis

      I guess GW doesn’t like being outdone so they made it official lol.

      https://www.warhammer-community.com/2017/07/18/choosing-the-right-chapter-tactic-for-your-successors/

      • Horus84cmd

        Ha yeah. They’re pretty hot on covering off things like that. Mind you I’d imagine that WH-com was already prepped for posting later in the week or the next week as a follow up article.

      • Red_Five_Standing_By

        So pick and choose the one you want.

        I suppose I can deal with that,

        • Xodis

          Yeah, its never been a big deal to me when Salamanders showed up playing like White Scars or whatever anyways. I honestly believe we will see more diverse Marines (Its not QUITE an Oxymoron lol) in the future if the rules continue to be as balanced as these seem to be.

          • Karru

            I always played my Marines with a “Chapter Character tax” if I wanted to play any other Chapter besides my Ultramarines.

            For example, if I wanted to play Imperial Fists, I would use my converted Agemman model as Lysander. If I wanted to use Salamanders, I would use my converted Fennias Maxim and so on. That way it felt right to use some other Chapter’s Tactics instead of the Ultramarine ones.

          • Xodis

            Thats what my buddy did. He had a unique Black and Blue scheme than brought whatever special character he needed to highlight which chapter it was.
            It was also why I was going to do a Deathwatch army and have a singular squad of each chapter and play them all as the chapter the DW showed up to save….that was pre Deathwatch having a Codex though lol.

  • Angry Panda

    What I like about these new chapter tactics being leaked is that it applies to every unit in the army, not specific ones. For example, the Born In The Saddle rule doesn’t just apply to the staple biker unit that the White Scars use; the advance, shoot, and charge benefits can be useful for the new Redempter Dreadnaught, or even tactical squads.

    Really gives players a reason to take multiple different types of units instead of focusing on just one theme.

    • Horus84cmd

      Leaks? You mean pre-planned advertisement on GW central web portal. Parthis link is leaks.

  • Horus84cmd

    Cool. Again nasty stuff from the Chapter Tactics. Another big two fingers to the moaners who complain about Ultramarines being favourite.

    • Karru

      Thus far it looks like, at least in my opinion, that Ultramarines are getting the weakest trait or at least compete for the weakest with Iron Hands.

      Then again, people were complaining about the Warlord Trait that allowed for Ultramarines to regain lost CP on a 5+ more than they were about their Chapter Tactic.

      • Horus84cmd

        The Iron Hand ability is awesome. 6+ to negate losing any wound, including Mortal! Thats brilliant.

        • Luca Lacchini

          Agreed. Spotted that immediately, it’s not a save, so Mortal Wounds are included.
          You hit me with what? Hah!

        • Karru

          I’m mostly comparing it to the other traits. The re-rolls to charge distances of the BT, -1 to hit against RG and IF Ignore Cover Saves all sound very powerful and something that comes up pretty much every turn. It is nice but for me I would go with one of the others instead basically always.

          • Horus84cmd

            I think its hard to really pick a “best one”. You could go round in circles debating it.

          • Maitre Lord Ironfist

            i bet there will be a single dud, who boosts the 6+ FnP into a 5+. With that this is awesomely tanky. Stormshield terminators with this will just not die.

          • Parthis

            Interestingly the rule is natural 6s and not 6+, but yeah, there’s a chance that a relic perhaps will do it to units within 6″ or something similar.

  • Defenestratus

    It’s clear that playing against a codex force with an index force is going to be heavily tilted in favor of the codex force if the chapter rules continue to be as powerful as the RG and WS rules.

    • Karru

      That is why I personally will always ask my opponent which would the prefer to play against, Index version of my Marines or the Codex version, until they get their own.

      • Parthis

        Hear hear. That’s our stance at our local club too.

      • Defenestratus

        Me being the guy I am, I’ll say “whichever you find more fun, but I appreciate being asked”

      • Richard Mitchell

        That is alot of negotiating to just play a game. Hopefully every player out there is that nice.

        • Karru

          Well, I wouldn’t call it negotiating. I would call it being a good sport. Anyone with a brain knows that the army with a codex vs the army that only has the index will be at an advantage. They will most likely have the same pricing as before but now they get a bunch of free rules on top of it.

    • Parthis

      Index vs Codex is still better than 7th Ed Codex vs 4th Ed Codex, but yeah, there will always be power gaps as books are published. Nice that Index vs Codex is even possible.

    • Drpx

      It’ll wear off when everything is leafblower or a blobspam because the game is essentially a DPS race now.

      • Red_Five_Standing_By

        It more or less always was. :0

        • Drpx

          Not if you consider pre-hull point vehicles and all the save-stacking before 8th.

    • Richard Mitchell

      True but the index was really only ever meant to be a stop gap to sell stats until the codex came out. The release schedule is still not a faction wide release (all factions at once), so expect various levels of power creep.

  • orionburn

    This makes hopeful for my Ravenwing and what they’ll be able to do.

    Now here’s to hoping I don’t have to wait until next year to see my codex for them. :/

    • Parthis

      I seem to remember them saying that this year is all about Chaos and the Imperium, and next year they’ll focus more on Xenos races. I suspect the DA are close. Hope so anyway.

      • orionburn

        That’s what I’ve heard as well. With Death Guard getting their own book I just wonder if other Chaos armies are getting their own, and if so how much that eats up of the precious 10 or so books getting released this year. I hate the idea of waiting on my Nid codex until next year. As long as I get one of them I’ll be happy.

        • Horus84cmd

          I’d hazard we’ll see Deathguard, World Eaters, Thousand Sons and Emperor’s Children get seperate books. Whilst the rest will be lumped in with the core “Black Legion” book. What I’m kind of interested to see is if, for example, the Deathguard book all include all datasheets for Nurgle Daemons too.

          • Red_Five_Standing_By

            I imagine it will be like the old KDK codex. You get the basic Chaos Marine units as well as all the daemons and marine units aligned with that god.

          • Xodis

            Thats what Im hoping for. But then does that mean no generic Deamon book? Could angry a lot of people who play non mono-God Deamon armies.

          • Horus84cmd

            I don’t think so. There’ll still be a separate Daemon book. I’d assume they’d get extra bells and whistles for being a full daemon army.

          • Red_Five_Standing_By

            I imagine we will get:

            – Tzeench Marine/Daemon
            – Nurgle Marine/Daemon
            – Khorne Marine/Daemon
            – Slaanesh Marine/Daemon
            – Daemons

            Maybe:
            – Renegade Marines
            – Legion Marines

            Or just 1 Chaos Marine Dex that combines the two.

          • Xodis

            Yeah, if we are lucky enough to get a Deamon/Marine book for each god, I fully expect that the CSM book will cover the legions and the renegades much like the normal SM book will cover random chapters.

        • NNextremNN

          We know of Deathguard and Chaos Space Marines I expect Thousand Suns and Chaos Daemons. From the other we know Space Marines and Grey Knights. I expect at least Astra Millitarum and Cult Mechanicus. Which leaves us with 2 more from the other imperial factions.

      • Xodis

        Well DA fall under both Chaos and Imperium so they are a shoe in 😀

  • piglette

    Jagatai should have been the returning primarch, not Guilliman.

    • Red_Five_Standing_By

      He is an enigma. He is not fit to lead the Imperium!

      • piglette

        But that would make a much more interesting story. Khan is found in the Webway and brought back to the Imperium. He is disgusted with it and wants nothing to do with governance. He embarks on a great crusade to find any of his other missing brothers, encountering the traitors along the way. Perhaps the fluff arc ends with him finding a cure for Robute.

        • Red_Five_Standing_By

          That does not lead us to Primaris Marines, which was why Cawl was invented and Guilliman resurrected.

          it would be a cool story for Khan to come back and be disgusted with Guilliman’s compromise Imperium and then set out to find all his brothers.

    • NNextremNN

      The imperium needed a leader and Guilliman was the only one fit for this job.

      • piglette

        Yeah my point is Khan returning would be way more interesting than “oh good perfect leader is here have no fear.” There’s no tension. It fits all too well.

        • NNextremNN

          I think there is enough tension with chaos. It does not transport very well into the game and is overshadowed by Guilliman and his legions of super super marines saving everything. The Blood Angels would have been gone and probably half of the imperium too and the other half would be struggling against chaos and xenos. A little civil war wouldn’t have been this dramatic. I further doubt that the Khan has the leading personality to really find much followers among the fanatic 40K imperium except from his successors. Guilliman knew what he did when he ignored all the religious stuff.

  • Severius_Tolluck

    Wow that is a good one. I mean, wow. Good stuff! I see White Scars might be a top contender.

  • Rafał Pytlak

    Scar Boys got some love? Well i’ll be… 😀

  • Bootneck

    Hopefully these will stimulate some nicely themed armies across all the chapters. Tbh i was a little sick of all the same formations being used from 7th.

    WS now have that eldar biker feel with those kinds of speeds touted. Very tactical. Just have to see what options and combos can be had a biker is only just a fast marine unless you can equip to suit there speed.

    • Horus84cmd

      Question being: Now, how fast will the Eldar/Dark Eldar jetbike be getting…..eke!

  • RAKSHA

    Omg i can’t wait for space wolves..I just hope we will get something nice..counter charge will be nice but space wolves are killers better hunters then white scars…something aggressive I hope …but still if I could charge with wolves in enemy turn that will be smashing…maybe next year codex will be out and welcome everybody Leman Russ..

  • Peter Lee

    wait did they just say dreadnoughts? We dont use dreadnoughts, what chaos trickery is this?!

    • NNextremNN

      White Scars have dreadnoughts they just rather die than becoming one. But if it’s the emperors will that they survive such fatal damage they will continue to serve. The other will still feel sorrow for them.